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Senior Weapon Concept Artist

Ubisoft · Chengdu, Sichuan, China

  • Software & SaaS
  • 10,001+ employees
  • Saint-Mandé, Île-de-France

Strong hiring record · median 17 days open

100100

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Actively hiring

Posted 4 days ago · still listed on the employer's own board · How we score

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  • Posted 4 days ago
  • Still listed on the employer's own board

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Senior Weapon Concept Artist at Ubisoft. We’ll keep it in your applied jobs, so you can see it later and be warned before applying to the same employer twice.

What you will do

  • Demonstrated ability to create realistic style character concept art for FPS games.
  • Extreme proficiency in art fundamentals, research skill, and design principles.
  • A sufficient understanding of the types and structures of firearms and have unique insights into the design of firearm skins.
  • Demonstrated ability to work loosely with line drawings, and basic color render, to convey an idea rapidly and efficiently.
  • Research and collect visual material to help define the visual style, and contents of the game.
  • A strong communicator and able to convey abstract/sophisticated ideas in a concise way.
  • Work closely with designer to consider the gameplay implications, and the overall player experience.
  • Work closely to assist the 3D Lead, and Level Artists, to help define and visualize the details within a level.
  • 10 years+ of working experience in character concept design.
  • Shipped at least 1 - 2 games as a concept artist.
  • Proficient in creating concept designs with rich detail and photorealistic aesthetics through techniques such as photobash.
  • Good illustration and storytelling skills, with an eye for perspective, color, lighting, mood and composition.
  • Good sense of form, shape, silhouette, scale and surface materials.
  • Able to work in a fast-paced environment, working with individuals on the Design and Level-Art team, to help shape the levels
  • Must have the initiative and agility, to adapt the work, to efficiently deliver to requirements. Ranging from line sketches, paint-over, basic color render, or full render, where appropriate.
  • Strong use of research and reference material, in support of idea generation, and problem solving.
  • Basic knowledge of 3D software packages, and experience employing 3D techniques into a concept workflow, is an advantage.
  • Good awareness of 3D art pipelines, and technical constraints related to different game engines, is an advantage.

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